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Anybody have success with a restricted spells game?
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<blockquote data-quote="happyhermit" data-source="post: 6873224" data-attributes="member: 6834463"><p>Yeah, it's just that sometimes I find out that the way we played things wasn't what everyone else was doing and I worry I am losing my grip on reality <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> I find out that loads of people ignored rules we followed or that we interpreted things very differently etc.</p><p></p><p></p><p></p><p>And I respect your play-style as well <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /> </p><p>I mention this mostly because of the fun I had as a PLAYER of a magic user in those sorts of games. Like I mentioned the spells seemed sooo much more important and magic was more magical <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p></p><p>It does make it possible for the GM to add more of a unique flavour to the setting and game, but like I mentioned, it takes a lot more work on the GM's behalf (imo) to do it well.</p><p></p><p>I love what I have played of 5e so far, which has mostly been fairly strictly by the book mechanics wise, but I do find myself wishing I could try out playing a wizard or bard in a game like this. Especially with casting in higher slots, etc. Unfortunately good GM's always seem to be the limiting factor, never seems to be a shortage of players in comparison.</p><p></p><p></p><p></p><p>First of all, as you touch on, whether or not the wizard gets spells automatically or not doesn't <em>necessarily</em> alter the level of magic in a game. The GM could hand them out like candy, for example the PCs finding a spellbook, as can happen now in 5e.</p><p></p><p>Second of all, I don't think simply changing spell acquisition methods necessarily will fundamentally alter the power levels of classes. For example, the wizard is already able to add spells to their book, along with their automatic gains. It is very possible for the GM to allow them to gain the same number of spells as they would automatically but not necessarily being able to choose any spell at a particular time. This <em>might</em> result in a loss of "utility" but not a change in power level, or vice versa, the same also applies to a player choosing particular spells in the default way.</p><p></p><p>As for "balancing encounters" I know not what that means <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p></p><p></p><p></p><p></p><p>They are granted spells by their patron, or gain them from their bloodline, but that doesn't mean that they <em>necessarily</em> get to choose exactly which ones the get. In fact, a situation where they don't have 100% control over the spells they acquire/learn might actually make more "sense" in some ways.</p><p></p><p></p><p></p><p>First of all, as for other classes, I see no reason that they need to spend the same x amount of time on learning new spells. I really love when different classes actually play different, asymmetrical play is one of my favorite things about D&D in particular (4e aside). I agree that simply applying this to wizards would be strange, unless of course that is the only caster in the game.</p><p></p><p>I see no reason why this has to apply to non-magical classes like the battle master. I am not talking about this as a way to "punish" the wizard, I am talking about it because I think it can make magic more interesting. I don't think it necessarily would do the same for maneuvers (for example). Things don't have to be the same for all classes "just because". It is fine that they are all different. I do like it when players/gms put some thought into how/what "powers" are given to characters though and it might work even better in games like this.</p><p></p><p></p><p></p><p>Well, first off that's assuming that there are any sorcerers or warlocks in the game to begin with <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> Then it is assuming that the players won't think it is really cool (as I do as a player).</p><p></p><p>That aside, like I already mentioned, I never intended it to be just about the wizard, that was just my best reference. That is what I played a lot and it was really great, for me and others.</p></blockquote><p></p>
[QUOTE="happyhermit, post: 6873224, member: 6834463"] Yeah, it's just that sometimes I find out that the way we played things wasn't what everyone else was doing and I worry I am losing my grip on reality ;) I find out that loads of people ignored rules we followed or that we interpreted things very differently etc. And I respect your play-style as well :p I mention this mostly because of the fun I had as a PLAYER of a magic user in those sorts of games. Like I mentioned the spells seemed sooo much more important and magic was more magical :D It does make it possible for the GM to add more of a unique flavour to the setting and game, but like I mentioned, it takes a lot more work on the GM's behalf (imo) to do it well. I love what I have played of 5e so far, which has mostly been fairly strictly by the book mechanics wise, but I do find myself wishing I could try out playing a wizard or bard in a game like this. Especially with casting in higher slots, etc. Unfortunately good GM's always seem to be the limiting factor, never seems to be a shortage of players in comparison. First of all, as you touch on, whether or not the wizard gets spells automatically or not doesn't [I]necessarily[/I] alter the level of magic in a game. The GM could hand them out like candy, for example the PCs finding a spellbook, as can happen now in 5e. Second of all, I don't think simply changing spell acquisition methods necessarily will fundamentally alter the power levels of classes. For example, the wizard is already able to add spells to their book, along with their automatic gains. It is very possible for the GM to allow them to gain the same number of spells as they would automatically but not necessarily being able to choose any spell at a particular time. This [I]might[/I] result in a loss of "utility" but not a change in power level, or vice versa, the same also applies to a player choosing particular spells in the default way. As for "balancing encounters" I know not what that means ;) They are granted spells by their patron, or gain them from their bloodline, but that doesn't mean that they [I]necessarily[/I] get to choose exactly which ones the get. In fact, a situation where they don't have 100% control over the spells they acquire/learn might actually make more "sense" in some ways. First of all, as for other classes, I see no reason that they need to spend the same x amount of time on learning new spells. I really love when different classes actually play different, asymmetrical play is one of my favorite things about D&D in particular (4e aside). I agree that simply applying this to wizards would be strange, unless of course that is the only caster in the game. I see no reason why this has to apply to non-magical classes like the battle master. I am not talking about this as a way to "punish" the wizard, I am talking about it because I think it can make magic more interesting. I don't think it necessarily would do the same for maneuvers (for example). Things don't have to be the same for all classes "just because". It is fine that they are all different. I do like it when players/gms put some thought into how/what "powers" are given to characters though and it might work even better in games like this. Well, first off that's assuming that there are any sorcerers or warlocks in the game to begin with :) Then it is assuming that the players won't think it is really cool (as I do as a player). That aside, like I already mentioned, I never intended it to be just about the wizard, that was just my best reference. That is what I played a lot and it was really great, for me and others. [/QUOTE]
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